Fixes bug with erupt pushing direction
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35164a9876
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@ -974,12 +974,13 @@ skill_erupt(Skill *skill, SkillData *data)
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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monster_set_bleeding(r->monster);
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monster_set_bleeding(r->monster);
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int lvl = 1 + player_has_artifact(player, PUSH_BACK);
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int lvl = 2;//player_has_artifact(player, PUSH_BACK);
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Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
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monster_push(r->monster,
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monster_push(r->monster,
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player,
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player,
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rm,
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rm,
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VEC2D((float) ((i > 0 ? 1 : -1) * lvl),
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VEC2D(dir.x * (float) lvl,
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(float) ((j > 0 ? 1 : -1) * lvl))
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dir.y * (float) lvl)
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);
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);
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}
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}
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}
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}
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@ -12,3 +12,25 @@ vector2d_is_opposite(Vector2d v1, Vector2d v2)
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return ((v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0))
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return ((v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0))
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|| ((v1.x < 0 && v2.x > 0) ^ (v1.y < 0 && v2.y > 0));
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|| ((v1.x < 0 && v2.x > 0) ^ (v1.y < 0 && v2.y > 0));
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}
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}
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Vector2d
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vector2d_to_direction(const Vector2d *vec)
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{
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Vector2d new = VEC2D(vec->x, vec->y);
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if (new.x > 0)
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new.x = 1;
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else if (new.x == 0)
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new.x = 0;
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else
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new.x = -1;
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if (new.y > 0)
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new.y = 1;
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else if (new.y == 0)
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new.y = 0;
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else
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new.y = -1;
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return new;
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}
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@ -40,4 +40,7 @@ vector2d_equals(Vector2d, Vector2d);
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bool
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bool
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vector2d_is_opposite(Vector2d, Vector2d);
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vector2d_is_opposite(Vector2d, Vector2d);
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Vector2d
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vector2d_to_direction(const Vector2d*);
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#endif // VECTOR2D_H_
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#endif // VECTOR2D_H_
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